Makashi Duelist has Resist Disarm Talent.
Edited by FuriousGregMove power and Disarming?
Is there no defence against the Force Users ability to disarm someone with the Move power?
If not then surely Force User duals (or any fights for that matter) will just deteriorate into whoever has initiative just disarming their opponent, even though this wasn't seen in the films.
I guess this could be stretched out to all Force powers... do Force Users get no defence at all against a power used on them by someone else?
Have I missed something in the rules?
I have a house rule where any force user has innate force resistance, so when using a force power on a force user, both roll and if defender has the same or more pips, he resists. None force users might get to roll 1-2 force dice, pips are halved and they can only choose light side pips.
or you could just use raw...force users tend to have discipline. which means they will tend to be able to resist.
I am not sure how a skill relevant, translates to being able to resist being pulled, for example... maybe Resilience in case of physical, but anyhow I am referencing the raw power of the force, before we reach the layer of physical or mental effect.
The force and destiny book covers this on page 283. Last paragraph of the "Resisting Force Powers" sidebar. Force users would typically use discipline as an opposed check where a non force user would use athletics.
This make perfect sense and if there is RAW then there is no reason for a House Rule. That said the system allows for multiple Skills to choose from to solve problems, you just have to adjust the results a bit. So for example you could allow a PC to use their Coordination Skill instead of Athletics but rather than the PC holding on tight they instead managed to grab it with their other hand as it was flying away or something (Keep control of the object but add a Setback to their next Action). Or say Vigilance: they see it coming and wrap a bit of clothing around it or get their cape in the way so a Success results in still losing the weapon but only needing to use a single Manoeuvre to recover it.
I have two players, one of which seems to be always happy no matter what happens. He's here for the ride and loves every minute of it. The other player is more of a "I must win no matter the cost!" kinda guy who would probably throw a tantrum if I did the above plan.
Maybe I could up the payoff to 5000... half the cost of the saber. That may be more appreciated.
As to stealing it by causing a distraction, that could work though they would then probably not get the cash in exchange (unless the Jedi were so kind as to leave a Credit Chip in it's place
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I'll have another think about it and see what I come up with. I got 3 days to figure it out before game-night anyways.
Thanks for the tips all!
Approach the group as a Jedi and offer them tutorship if any of them are force sensitive, A Jedi could be honest about the true nature of the item and request his sabre back offering training. remind them that they can always snitch him and get even more credits from the empire ( they can actually collaborate with the hutT on this ). I see you want them to have an additional option - I think offering himself as a mentor is such option.
Edited by ArtuardWhenever PCs are showing obviously preternatural powers in front of witnesses, the ISB might get wind of it. Myself, I'm tracking a Force-user Obligation for the Exile in the group, that will increase by one for each of these instances. That makes him think twice about using Force powers, or his lightsabre.
With NPCs, well, it's just a question of GMing.
To put it short: I don't see any need to cap Force powers, yet.
Another idea is to allow force users a save based on their force rating, keeps force users like Vader and luke from just Pulling each others sabers back and forth.
Any time a force user is subjected to a force power, he can, as an incidental roll his undedicated force rating, if he scores more pips then the powers user spent to activate it, he blocks the power (kind of a "counterspell" if you will)
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Edit, would work on stuff like influence also. It should be harder to effect a force user with such things, otherwise vader would just have used influence to convince luke to hand over his saber and join him, by the time the power wore off it would've been to late.
This sounds really interesting. Have you utilized this in your games? How has it worked?
Interesting discussion. Been watching TCW and reading Dark Disciple recently. Seems like no one is safe from the move power, including Force Users. Only time that Fore Users seem to get out of a Force Move situation is if two decide to push one another, mostly negating the other's use of Force Push. This is shown in Asajj Ventress's fight with Luminara Unduli in TCW and Anakin's fight with Obi-Wan in RotS. Every other use of The Force to move someone or something seems to happen regardless of The target being a Force User or not. Maul pushes Obi-Wan around, Dooku flings Anakin like a ragdoll, etc.
I haven't looked at the rules closely, but I wouldn't let them yank more than one weapon at a time unless a huge number of advantages were rolled. I am sure other *trained* Force users can protect themselves from such moves when F&D comes out
Well, for the Move power, you'd need to activate one or more Magnitude Upgrades if you wanted to disarm multiple people at once. And you'd need a huge pile of Advantage (or Triumph) if you wanted to disarm several people via a combat check.
But you're right, in that we're currently not seeing the entire picture when it comes to Force-users, including ways for them to protect themselves.
Space Monkey,
As for why Luke and Vader didn't just do that, it's simply down to rules of cinema. In ESB, Luke probably didn't have that ability yet, and Vader wanted to actually see what his son was capable of, so he had no reason to simply yoink Luke's weapon away.
Come RotJ, even though Luke has demonstrated that ability, it could be that he needed to dedicate too many of his Force Rating dice to Ongoing Effects (Sense's defense & offense upgrades, and Enhance's boost to Agility and/or Brawn), leaving him no dice to really try that trick with. Vader was still in the "testing what this kid can do" phase as well as trying to actively corrupt Luke, which is easier if the kid's got a weapon in his hands.
I'd also agree with Jegergryte that you've got some ******* players if all they do is try to exploit rules loopholes in a vain attempt to "win" at RPGs.
Oh, you don't know the half of it
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That's my main worry with any games I play. At the end of the day I've been RPing with these guys for over 20 years. I know how they think. I'm always the GM/DM/Storyteller/Referee/etc cos I'm the only mug that spends money buying books and the only mug that is willing to put in the time to make adventures.
But I love roleplaying and giving it up would just crush me.
Oh, and finding new players isn't really an option for me... I'm not great face to face with strangers. I'm weird like that
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Thanks for all the responses though! Much appreciated!
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Well, you don't have to find new players immediately
Just bring them in one at a time while you phase out the others.
OR, you could just invite people every now and then to "try them out" and get to know them.
And then when you have done that with enough people to start a new group, just dump your old one for the new one hehehe.